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May 26, 2018
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Updates » Design
7 great examples of foreshadowing in games that devs should study 1
by Richard Moss [05.09.18]
Foreshadowing is a valuable tool that every game maker should have in their arsenal, so we reached out to some devs who know their stuff for tips and examples of games that do it well.
Console/PC, Indie, Design

Video: Warren Spector on the problems and potential of game narratives  
by Staff [05.08.18]
In this GDC 2013 session, veteran game designer Warren Spector goes over his personal view of the unique role narratives play in interactive entertainment.
Console/PC, Design, Video

Shadow of the Tomb Raider and the risk of making an introspective AAA game 1
by Bryant Francis [05.08.18]
What are the risks of trying to make a game that pushes back on the player in 2018?
Console/PC, Design

Blog: Why pseudo-localization is essential 3
by Gamasutra Community [05.08.18]
Pseudo-localization is the process by which the video game source text is translated into other languages using fake (or pseudo-) translations.
Design, Production, Business/Marketing

Blog: Four ways to handle UI text in Unity  
by Gamasutra Community [05.08.18]
Unity gives you a lot of control over what your game's UI text looks like, but not all the built-in options are interchangeable. Here's a comparison of the (very) basics of the choices.
Design

Perfecting the axe recall mechanic in God of War 12
by Gamasutra Community [05.08.18]
God of War dev Vince Napoli writes in fascinating detail about the ins and outs of fine-tuning the game so it always feels good when the protagonist's magical axe comes flying back to his hand.
Console/PC, Audio, Design

Outpost's SOS shifts focus away from survival, includes battle royale mode  
by Emma Kidwell [05.07.18]
Outpost Games SOS shifts development focus and adds a battle royale mode.
Indie, Design

Get a job: Wargaming Seattle is looking for a Design Director  
by Staff [05.07.18]
Wargaming's Seattle office is looking for an experienced Design Director to work with other team leaders and develop a strong vision for its newest title.
Design, Recruitment

Blog: Environment composition iteration in Steel Hunters  
by Gamasutra Community [05.07.18]
A step-by-step breakdown of my final scene composition iteration process for environmental lighting, effects, clouds, atmospherics, and volumetrics in Steel Hunters (in Unreal Engine 4).
Programming, Design, Production

Blog: Designing unconventional input for natural movement  
by Gamasutra Community [05.07.18]
How I created unique controls for watercolor fish simulation Guppy by replicating the movement of actual fish
Design

Sponsored: Why Montreal data centers are the best choice for video games  
by ROOT Data Center [05.07.18]
Fast speeds, low costs, and lots of flexibility: These are the reasons to consider Montreal data centers for your next-generation video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Making every procedurally-generated playthrough feel unique in Swords of Ditto  
by Jack Yarwood [05.07.18]
"We were just making a procedurally-generated game,” says Swords of Ditto dev Sam Robinson. "There was no consequence to failure and we felt that if we added that...players feel a lot more attached."
Indie, Design, Video

Video Game Deep Cuts: Flash The Artifact, Get The Saga  
by Gamasutra Staff [05.06.18]
This week's highlights include an attempt to archive key Flash games, a deeper look at Valve's upcoming Artifact, and a super-deep oral history of Panzer Dragoon Saga, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How the Surviving Mars devs built a city-builder on a barren planet 2
by Joel Couture [05.04.18]
Lead designer Boian Spasov chats about how Haemimont Games' Surviving Mars breaks with the city-builder genre in key ways to make players feel scared and uncertain while colonizing a barren world.
Indie, Design

Don't Miss: How a band of modders restored Star Wars: Knights of the Old Republic II 9
by Staff [05.04.18]
How a ragtag band of rebel modders fleshed out crucial missing sequences in Obsidian's Knights of the Old Republic II, and how that material came to be incorporated into the official Steam version of the game.
Console/PC, Programming, Design

Blog: First impressions of the scripting in RPG Maker MV 1
by Gamasutra Community [05.04.18]
An addendum to "RPG Maker VX Ace Scripting Crash Course," covering what's changed about scripting in RPG Maker MV.
Programming, Design

Slime Rancher director shares tips for surviving indie game dev  
by Alex Wawro [05.03.18]
Game director Nick Popovich's advice revolves around the notion that indie devs should think in 3s: 3 days or less on trying to solve a problem, for example, and 3 months or less on big milestones.
Indie, Design, Business/Marketing

Devs share personal touches they've hidden in games  
by Alex Wawro [05.03.18]
Last week game dev Steve Thornton took to Twitter to ask: fellow devs, have you ever slipped something into a game you're working on that's just for you? The replies are well worth a read.
Console/PC, Smartphone/Tablet, Indie, Design

Video: How to build games that can be understood at a glance  
by Staff [05.03.18]
At GDC 2018 indie dev Zach Gage (TypeShift, Really Bad Chess) gave a great talk about how important it is to think about how people will encounter your game -- right from day one of development.
Console/PC, Indie, Art, Design, Video, Vault

Opinion: Something's Quite Right Here: In praise of WoW's Suramar  
by Katherine Cross [05.03.18]
Contributing editor Katherine Cross celebrates the ways in which Blizzard's latest WoW expansion tells a tale of 'tragedy, diminishment, and the brutality of war without appearing wanton or childish.'
Social/Online, Design